Blowing up Duluth

Blowing up Duluth

Map for Blowing up Duluth

So I saw this cool website that had an Deluxe GEV scenario which used USGS aerial photography of the San Francisco Bay Area for the basis of the map. And I thought, "Let's blow up Duluth!"

Some parts of my map aren't really as clear as I'd like. The white lines with pink borders are intended to be the railroads. The harbor area is intended to be all of the water hexes to the South and West of the breakwater.

Lots of forest, swamp, and city hexes. There is also quite a few roads and railway lines. The layout could almost lead to a Dukes of Hazard style of play. You know, "Hurry and cut them off at the junction" sort of stuff.

I took some liberties with the map. Basically I tried to decide where the roads that could support tanks would run. Northern Minnesota is almost entirely swamp and forest. There are lakes and rivers everywhere and roads to drive on.

I figured out the scale by measuring one ot the lakes. Then I just sort of eyeballed it from there. The scale is about right; however, please remember that I'm doing this for a game!

I have a number of assumptions that may or may not be correct. I really need to read over the Ogre/GEV rules again.

  • Can infantry move along train tracks as if the tracks were roads?
  • Can trucks?
  • How about tanks and GEVs? Makes for a nice short quick way to get through the swamp! Of course you'll end up going where ever the rails take you!
  • Based upon some feedback I was sent, I'd suggest that non-Ogre units should treat train tracks as clear for purposes of movement only. This would apply if and only if they move from a train track hex to another hex along the way. The units would receive the normal combat bonuses for the underlying terrain.

  • Images
  • Full Map. I printed the map out on a plotter. I set the image to be about 22 inches wide and about 34 or so inches long. I'd suggest counting the hexes along one side, determining how wide you'd like to have each hex, and then calculating out how wide and tall you have to print the map. The origional Photoshop file was over 200 Megabytes!
  • Places of Note
  • Lift Bridge -- Lift Bridge Details Small Vehicles travelling on or under water can pass under the lift bridge at this point. Large vehicles such as Ogres, Fencers and large Sea Transports can't get through here. Of course, Ogres and Fencers can switch to land travel here!

    The blue coloration and the arrow are only to show you where the lift bridge is. It doesn't count as road or a stream; however, units that can blow up bridges can turn this into a stream hex.

  • Proctor Train Yards -- Proctor Train Yards Once the largest train yards in North America. At least that is what the city of Proctor would have you belive.

    I took a few liberties with exactly where the train lines run. But that is mostly because I didn't find any really good maps of the area until after I'd printed a number of the maps up for my friends.

  • Break Water entrance -- Duluth Harbor Entrance The only place to bring in really large ships.

    This is a place on the map that really showed how difficult it can be to understand what is on the ground from a photograph. I didn't realize that there was a opening in the breakwater from the images. I found the gap on a road map.

  • Duluth Airport -- Duluth Airport Where the planes will fly you in to.

    Oddly enough, this was the only picture of the Duluth airport I had. How cool is it to have a bunch of military vehicles!

  • Scenarios
  • Blowing up Duluth -- Basic terror raid.
  • Escape from Wisconson -- Get from the Wisconson edge of the map to the Canadian side of the map.
  • Invasion Duluth -- Take and hold the Duluth Harbor area.
  • Riding the Rails (aka. Invasion Duluth part 2) -- Hold the harbor long enough for a deep sea transport to arrive. Protect the transport. Then escort the cargo to the Proctor Rail lines. Steal a train and exit off the South or East side of the map.
  • Von Ryan's Express -- Prison break out. Steal a train. Escape to Canada or North Dakota.
  • New Units
  • Deep Water Transport -- Sort of like a train. Available movement 0/1/2 forward and 0/1 reverse. Unlimited turns at 0 speed, Two turns per turn at 1 speed, and 1 turn per turn at 2 speed. Moves in a straight line otherwise. Defense 1, Weapons 4x AP. Can carry one armor company and two infantry companies (6 armor points and 12 infantry points).
  • Stories
  • The Long Road to Minneapolis
  • Links of Merit
  • Ogre/GEV home pages
  • The Nihon Invasion of San Francisco
  • The Way Back Machine an internet archive. How I found my old web page and brought it back to life.
  • John Hurtt's Ogre Page.

  • Return to Iron Mountain

    As I was digging around in my files I ran into and old map I'd thrown together based upon something I'd read elsewhere.

    Okay, it was published in Steve Jackson Game's magazine. And I think it was even reprinted in the Ogre Books.

    This one is in color. I'm not going to bother with telling you how to use this map, get yourself a copy of the Ogre Book, or the origional magazine article. I'm also not including the truck counters I made up for this. I didn't spend a lot of time on those.

    This is a greatly shrunk down version of the Photoshop image. The Photoshop file is around 100 Megabytes.


    Return to Matt Goldman's home page


    Please feel free to mail me with suggestions, scenarios, comments, or requests to play. I'm in the Minneapolis/St. Paul area.

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    "The material presented here is my original creation, intended for use with the Ogre/GEV system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games."

    Aerial Photography produced by the U.S. Geological Survey



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